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TableSalt

Diez

Mar 8th, 2022 (edited)
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  1. ¡Once!: https://pastebin.com/raw/x2gVMfNi
  2. ¡Doce!: https://pastebin.com/raw/1GdB6pcM
  3. ¿Más?: https://pastebin.com/raw/4nDsRYf4
  4.  
  5. The rules are fairly similar to Uno.
  6. A card can be played if it has the same color or symbol. Wild cards can be played on anything.
  7. On your turn, you MUST play and/or draw a card. You cannot simply pass your turn.
  8. The top card of the discard pile at the start of the game must be a non-white number.
  9. Whenever these rules refer to "the player," they are referring to the player whose turn it is, i.e. the one who played the card.
  10.  
  11.  
  12. Drawing
  13.  
  14. A "forced" draw is due to another player's card. A "natural" draw is due to having no cards to play. Other forms of drawing are uncategorized.
  15. If you DO NOT have playable cards:
  16. You must draw cards until you receive one you can play.
  17. When you do receive a playable card, you have an additional choice to either play or keep it.
  18. Afterward, you cannot draw or play any more cards this turn.
  19. If you DO have playable cards:
  20. You can still choose to draw, but you can only draw 1.
  21. If the card you draw is playable, then you still have the choice to either play or keep it.
  22. Otherwise, if it is not playable, you MUST keep it. You cannot play your other cards.
  23.  
  24.  
  25.  
  26. Stacking
  27.  
  28. When a draw card is played, the victim can play another card on top of it to add to, move, or cancel the draw effect.
  29. Skip: Move the stack to the next player.
  30. Reverse: Move the stack to the previous player, then reverse the turn order.
  31. Draw 2: Add 2 to the draw total and move the stack to the next player.
  32. Draw 4: Add 4 to the draw total, choose a new color, and move the stack to the next player.
  33. Stop: Cancel the stack.
  34. Tag: Move the stack to the chosen player.
  35. Proc: Stackable when used to choose a token labeled with "(Stackable)".
  36. Choice: Any of the above effects.
  37. Combo: No effect itself, but stackable cards played on top will apply.
  38. Playing cards this way still follows standard playing rules (must be same color or symbol).
  39. Note that stacking must be done on the same discard pile that was initially played on, even if there exist valid plays on other piles.
  40.  
  41.  
  42.  
  43. Challenging
  44.  
  45. Some draw cards can be challenged if the victim believes the player has other cards of the color that was just played on. Wild cards and the like are exempt.
  46. If the player DOES have such a card, the draw effect goes to them instead. This IS NOT a "forced" draw. They can still pick the color if it's wild.
  47. If the player DOES NOT have such a card, the challenger then takes the effect regardless, with an extra penalty on top. Conversely, this IS a "forced" draw.
  48. Challengeable cards can be challenged no matter the circumstance. Whether it was played normally, as a stack, or as a jump-in, does not matter.
  49. Successfully challenging a card when it's used on a stack WILL move the entirety of the draw to the player.
  50.  
  51.  
  52.  
  53. Jumping-in
  54.  
  55. If a card is played and you have the EXACT same card in your hand, you can "jump-in" and play your duplicate regardless of turn.
  56. The cards have to be identical. If a yellow 6 is played, ONLY a yellow 6 can jump-in. Other colors, numbers, or symbols will not work.
  57. You can jump-in on yourself; you cannot jump-in on a card discarded with a Mull or Flush; you cannot jump-in on a Skip that was played on you.
  58. Jumping-in while a stack is ongoing will reset the stack. Jumping-in on a power card will cancel the previous one. Jumping-in on a wild card will prevent the first player from choosing a color.
  59. If you would've had the next turn and been able to play regardless of jumping-in, it doesn't count as a jump-in.
  60.  
  61.  
  62.  
  63. All cards marked with a [C] can be challenged.
  64. Playing a black card as their last card forces the player to draw 2 and end their turn. This includes using a Flush to discard all of your remaining cards. (¡Once!: Cookie falls under this rule.)
  65. Some cards might involve "discarding." Discarding is a separate action from playing. It doesn't activate card effects, if any, nor necessarily follow standard playing rules.
  66.  
  67. Mundane cards
  68.  
  69. Number
  70. Doesn't do anything special.
  71. 19 per color in the deck, numbered 1 through 9 twice, with an additional 0.
  72.  
  73. Dek & El
  74. Simply an expansion of the numbered cards.
  75. Symbols are a swashed X (dek) and a turned 3 (el), 2 each per color in the deck.
  76.  
  77. White
  78. Functionally identical to regular numbered cards, but there are few of these, and white cannot be chosen with wild cards.
  79. 5 in the deck, numbered 0 through 4.
  80.  
  81. Blank
  82. Can be played on any color, and any color can be played on it.
  83. No symbol, 4 in the deck.
  84.  
  85. Needle
  86. When this card is drawn, the player may stop drawing, regardless of what caused them to draw.
  87. Does not do anything special when played.
  88. Symbol is a needle, 1 in the deck, blue.
  89.  
  90.  
  91.  
  92. Power cards
  93.  
  94. Skip
  95. Cancels the next player's turn. They cannot do anything to prevent this.
  96. Symbol is a crossed out circle, 2 per color in the deck.
  97.  
  98. Reverse
  99. Reverses the turn direction from clockwise to counterclockwise, or vice versa.
  100. If there are only 2 players, this instead functions identically to a Skip.
  101. Symbol is swirling arrows, 2 per color in the deck.
  102.  
  103. Draw 2
  104. The next player must draw 2 cards, or stack onto this one.
  105. Symbol is a pair of cards, 2 per color in the deck.
  106.  
  107. Stop
  108. Can jump-in on any non-mundane card of the same color to cancel its effect (except for other Stops).
  109. Doesn't do anything when played normally.
  110. Symbol is an asterisk, 1 per color in the deck.
  111.  
  112. Tag
  113. Moves the turn to any chosen player, including the one who played the card.
  114. Symbol is a crosshair, 1 per color in the deck.
  115.  
  116. Dagger [C]
  117. The next player must draw 1 card. They do not lose their turn.
  118. If the player loses the challenge, they must draw 8. If the challenger loses, they must draw 9.
  119. Symbol is an upward arrow, 1 per color in the deck.
  120.  
  121. Token
  122. The player must either draw 1 token and give it to a player, or remove 1 token from any player.
  123. Symbol is a square in a circle, 2 per color in the deck.
  124.  
  125. Trade
  126. Swap hands with the next player.
  127. Note: Playing this as your last card will still win you the game.
  128. Symbol is a card atop an oval, 1 in the deck, red.
  129.  
  130. Share
  131. The next player must draw cards from the player who has the most until they have equal or more. They do not lose their turn.
  132. If the next player already has the most cards, this does nothing.
  133. Symbol is a broken heart, 1 in the deck, red.
  134.  
  135. Proc
  136. The player may activate a special effect from any token in play. Trap tokens do not get removed.
  137. Refer to the token list for what this actually does.
  138. Symbol is a lightning bolt, 1 in the deck, yellow.
  139.  
  140. Cut Deck
  141. Play this next to the discard pile to start a new discard pile. Cards can now be played on either.
  142. No effect when played on an existing discard pile.
  143. Symbol is a torn card, 1 in the deck, yellow.
  144.  
  145. Steal
  146. The player must take a token from another player and give it to themselves.
  147. If no other players have tokens, then the player must draw a token from the bag and give it to themselves.
  148. If the player cannot receive a token, this does nothing.
  149. Symbol is a circle with a curved arrow, 1 in the deck, green.
  150.  
  151. Revive
  152. The player may search the discard pile for any non-wild card and add it to their hand.
  153. Symbol is a heart, 1 in the deck, green.
  154.  
  155. Stitch Deck
  156. Place any one additional discard pile on top of this card.
  157. If there is only a single discard pile, this does nothing.
  158. Symbol is a stitch, 1 in the deck, blue.
  159.  
  160.  
  161.  
  162. Wild cards
  163.  
  164. Wild
  165. Can be played on any color and allows the current player to choose a new color.
  166. No symbol, 4 in the deck.
  167.  
  168. Draw 4 [C]
  169. The next player must draw 4 cards, or stack onto this one.
  170. If the player loses the challenge, they must draw 4. If the challenger loses, they must draw 6.
  171. Symbol is four cards, 4 in the deck.
  172.  
  173. Mulligan
  174. After playing this card, the current player can then discard any number of cards from their hand onto the draw pile.
  175. If cards were discarded, then the player must draw as many as they discarded. Otherwise, it functions as a regular wild card.
  176. Note: Discarding your entire hand with a Mulligan does not win you the game.
  177. Symbol is a scribble, 2 in the deck.
  178.  
  179. Flush
  180. After choosing a color, the current player can choose to discard any number of their cards that match the chosen color.
  181. Symbol is a spade, 1 in the deck.
  182.  
  183. Bomb
  184. When this card is drawn naturally, the player must draw 3 additional cards.
  185. Symbol is a bomb, 2 in the deck.
  186.  
  187. Draw Color [C]
  188. The next player must draw cards until they receive the chosen color, even if they already have it.
  189. If the player loses the challenge, they are affected by the card. If the challenger loses, they are affected then must draw 2 extra.
  190. Symbol is a stack of cards with an arrow, 2 in the deck.
  191.  
  192. Drop All
  193. The player must remove ALL tokens from any player.
  194. If nobody has any tokens, this card does nothing, besides being wild.
  195. Symbol is 3 overlapping circles all struck out, 1 in the deck.
  196.  
  197. Choice [C]
  198. In addition to choosing a color, the player may select the effect of any non-wild card to activate.
  199. Valid choices are: Skip, Reverse, Draw 2, Stop, Tag, Dagger, Token, Trade, Share, Proc, Cut Deck, Revive, Stitch Deck. (and Cookie if you're using ¡Once!) (and also Spread 2 and Combo if you're using ¿Más?)
  200. If the player loses the challenge, they must draw 2 and the card loses its effect. If the challenger loses, they must draw 3 in addition to the card's effect.
  201. Symbol is a card within a ring, 1 in the deck.
  202.  
  203.  
  204.  
  205. Tokens
  206.  
  207. Tokens are coins that are given to other players (or yourself) to apply different effects.
  208. They are obtained with the Token card, and are removed with either the Token or Drop All card.
  209. When you obtain a token, you MUST give it to someone. If everybody else already has 3 (or is blocked), you MUST give it to yourself.
  210. If every player already has 3 tokens (or Blocks), you can only remove a token. If nobody has tokens, you can only add one.
  211. Token effects do not stack. You can have multiple of the same type, but only one will activate at a time.
  212. A player can only carry 3 tokens at one time.
  213.  
  214.  
  215.  
  216. Affect tokens
  217.  
  218. These stay active until removed by a card.
  219.  
  220. Hex
  221. When you are forced to draw by another player, draw n more cards, where n is how many Hex tokens you have.
  222. Proc: Next player must draw n cards, where n is how many tokens they have.
  223. Symbol is a purple hexagon, 3 in the bag.
  224.  
  225. Magnet
  226. When another player is forced to draw, they may give 1 of the drawn cards to you.
  227. Proc: Player may give any 1 of their cards to the next player.
  228. Symbol is a blue horseshoe, 3 in the bag.
  229.  
  230. Silence
  231. Prevents you from stacking and jumping-in.
  232. Proc: (Stackable) Acts as a Stop.
  233. Symbol is a green ellipsis, 2 in the bag.
  234.  
  235. Block
  236. Other players may not give you new tokens. You can still give tokens to yourself.
  237. Proc: Discard this token, then optionally replace it with a new token from the bag.
  238. Symbol is a brown crossed square, 2 in the bag.
  239.  
  240. Reveal
  241. You must lay your hand face-up on the table while you have this token.
  242. Proc: Peek at the next player's hand, showing the whole table, then hide it again.
  243. Symbol is a red eye, 1 in the bag.
  244.  
  245. Link
  246. You can play any underlined number on any other underlined number, regardless of color.
  247. Proc: The player may immediately play any underlined number, regardless of color.
  248. Symbol is a gray underlined heart, 1 in the bag.
  249.  
  250.  
  251.  
  252. Trap tokens
  253.  
  254. These stay active until triggered once, removing themselves afterward.
  255.  
  256. Snare
  257. Cancels the effect of the next power card you play. Can still choose the color with wild cards.
  258. Proc: (Stackable) Acts as a Stop.
  259. Symbol is a pink lasso, 3 in the bag.
  260.  
  261. Mirror
  262. The next power card used on you is instead used on the player, and they cannot counter it.
  263. Proc: (Stackable) Activates the token effect for the player.
  264. Symbol is a cyan sheen, 3 in the bag.
  265.  
  266. Ace
  267. When you are forced to draw by another player, you may search the draw pile for any card you like, add it to your hand, then draw the remaining cards.
  268. Proc: Activates the token effect for the player.
  269. Symbol is a yellow twinkle, 2 in the bag.
  270.  
  271. Double
  272. When you are forced to draw by another player, draw twice as many cards. Applies before Hex tokens.
  273. Proc: (Stackable) Doubles the amount on the stack and moves it to the next player.
  274. Symbol is an orange zigzag, 2 in the bag.
  275.  
  276. Sub
  277. When another player plays a wild card, you may choose the color instead.
  278. Proc: Acts as a Wild, which cannot be overridden by the owner of this token.
  279. Symbol is black checks, 1 in the bag.
  280.  
  281. White
  282. When you are forced to draw by another player, search the draw pile for the topmost white card, add it to your hand, then draw the remaining cards.
  283. If there are no white cards in the draw pile, this token has no effect and is not removed.
  284. Proc: Activates the token effect for the next player.
  285. No symbol, 1 in the bag.
  286.  
  287.  
  288.  
  289. Edge cases
  290. Forced to draw 1 while having both Ace and White: Ace takes priority, White is not activated.
  291. Sub being removed via Drop All: The card takes priority, Sub cannot be used to change the color.
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